Benchmarks · Agents, tools & computer use

TextQuests

also: TextQuests benchmark

Long-horizon agentic reasoning: whether an LLM can autonomously play classic text-adventure games, sustaining exploration, planning and memory over a long and growing context without external tools.

Center for AI Safety, with Carnegie Mellon University & Gray Swan AIReleased 31 July 2025Live

TextQuests turns a genre of 1980s computer games into a test of long-horizon reasoning. The Center for AI Safety, with collaborators at Carnegie Mellon and Gray Swan AI, has models play 25 classic Infocom interactive-fiction games — Zork among them — where the only interface is typed commands and prose responses, and success depends on mapping an unfamiliar world, tracking an inventory, and following a plan across hundreds of turns. There are no tools and no external scaffolding: the model must hold the whole growing game state in its context.

That makes the benchmark a clean test of two things generalist chat models are not optimised for: sustained planning and reliable memory. The paper’s illustrative failure is telling — a model confidently misremembering where it had left an object dozens of turns earlier — because it is exactly the kind of error that compounds in a long game and rarely shows up in a single-turn benchmark. Runs are capped at 500 steps and scored on how many of a game’s labelled milestones the model reaches, with a companion metric tracking harmful in-game actions.

TextQuests is one of the agentic evaluations on the Center for AI Safety’s AI Dashboard, run independently across frontier models. Progress there has been steady rather than sudden — from around 13% for GPT-4o, to roughly 31% once reasoning models arrived, to Claude Fable 5 at 56.1% by mid-2026 — and the recurring bottleneck is memory over a long horizon rather than any single hard puzzle, which is precisely the capability the benchmark was built to isolate.

The set

25 classic Infocom interactive-fiction games from the 1980s, each run capped at 500 steps, played in two settings — 'No Clues' and 'With Clues' (using the games' official InvisiClues hint booklets). Runs are scored on Game Progress (the share of labelled puzzle and milestone checkpoints reached) and a separate Harm metric tracking harmful in-game actions.

Example

Zork I, the canonical Infocom dungeon-crawl, is one of the 25 games; the paper uses it to illustrate a memory failure, where tested models misremembered where they had dropped a matchbook — placing it in the Studio rather than the Atlantis Room — after many turns of play.arxiv.org

Where it stands

Tracked by the independent CAIS AI Dashboard as a standardized third-party evaluation. Scores have risen from the low teens in 2024 to the mid-50s by mid-2026, with long-horizon memory the recurring failure mode.

How the top score changed hands

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